La cultura de la violación en los videojuegos
Page: 299-309
2019
- 8Usage
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Example: if you select the 1-year option for an article published in 2019 and a metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019. If you select the 3-year option for the same article published in 2019 and the metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019, 2018 and 2017.
Citation Benchmarking is provided by Scopus and SciVal and is different from the metrics context provided by PlumX Metrics.
Metrics Details
- Usage8
- Abstract Views8
Book Description
La violencia "simbólica" hacia las mujeres la encontramos permanentemente en los videojuegos. Esta situación anómala se normaliza integrándose como parte de una sociedad que relativiza e incluso generaliza la utilización de las mujeres como un objeto sexual. El cuerpo de las mujeres se somete a la voluntad del jugador de videojuego que lo va a utilizar según sus intereses, necesidades o deseos. La mujeres queda convertida en un elemento al que el jugador puede pegar, violar, matar y agredir con todo tipo de atrocidades necesarias para establecer una relación de poder heredera del patriarcado. Esta situación pone de manifiesto no solo la violencia sexual, sino también la violación contra las mujeres.
Bibliographic Details
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